- Häftad (Paperback)
- Antal sidor
- Addison-Wesley Professional
- Forta, Shmuel
- 229 x 178 x 25 mm
- Antal komponenter
- 749 g
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Unleash Your Coding Superpower with Pythonav Ben Forta180
Out of all the ways for young people to learn coding, You Can Code will be the most welcoming, relevant, and fun. Created and authored by best-selling educator Ben Forta, it introduces every basic concept step by step, using projects of gradually increasing complexity. Designed for anyone age 10-17 (or thereabouts), this glossy full-color guide is packed with welcoming images, and powerfully engaging brief text that's extremely easy to understand. All code listings are in full color, with shading to reveal incremental changes, and QR links to short videos with more explanation and examples. Forta teaches with Python, one of today's most powerful and intuitive languages-and every project is a game, covering multiple popular genres. You Can Code makes programming exciting and rewarding, as it prepares a new generation to take their next steps forward-in education, careers, or both.
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" This is the book I needed that I did not know I needed. Having taught myself Python and having taught students, there are still some gaps in my knowledge that Captain Code quickly filled. The overall design of the book is wonderful and easy to read. All of the questions I have normally had when it comes to Python are answered on the pages. The code is cleanly written and the ability to scan a QR code so you can copy the code digitally is a major time-saver. What is most evident about this book is that it has been written by people that have worked with students. Too often books are written for students by people who have never taught and it never translates well on the pages. Captain Code is accessible for students and teachers and I think it is a must have for any classroom that is exploring Python. I know I will keep one at home for me and a few more in the classroom." ---Nicholas Provenzano, TheNerdyTeacher, MACUL OutstandingTechnology Using Teacher of the Year, and ISTE Outstanding Teacher of the Year
Ben Forta is, first and foremost, an educator who has been teaching in some capacity since he was a teenager (many centuries ago). He is Adobe's Senior Director of Education Initiatives, and has more than three decades of experience in the technology sector in product development, support, training, and product marketing. Ben is the award-winning author of more than 40 books, some of which have been translated into 16 languages, and many of which have become college textbooks. Through his books, lectures, lessons, and videos, Ben has taught coding skills to over a million people. Ben lives in Oak Park, MI, with his wife Marcy and their children. He welcomes your emails at firstname.lastname@example.org and invites you to visit him online at http://forta.com/. Shmuel Forta is an engineer, coder, maker, tinkerer, and teacher. He is a software developer at General Motors and has years of programming experience, including both writing and instruction of code. He has been teaching Python coding to middle school students for more than five years. Shmuel has a Master's Degree in Biomedical Engineering from the University of Michigan and has published research work in IEEE. Shmuel lives in Oak Park, MI, with his wife Chana Mina. He would be happy to respond to any questions or comments via email at email@example.com.
Introduction xv PART I: IT'S ALL FUN AND GAMES 1 Chapter 1 Getting Started 3 Understanding Computer Programming 4 What is a computer? 4 How do we talk to computers? 5 What is Python? 8 Setting Things Up 9 Installing Python 9 Installing and Configuring Visual Studio Code 10 Creating a Work Folder 13 Writing Your First Python Program 15 Selecting Your Work Folder 16 It's Coding Time! 17 Summary 19 Chapter 2 Mad Libs 21 Understanding Functions 22 Using Variables 23 Creating a Variable 24 Using a Variable 24 Some Important Variable Rules 25 Variables, More Variables, and Even More Variables 26 Getting User Input 28 Playing Mad Libs 30 Write Your Story 30 Add Variables 30 Get User Input 32 Summary 33 Chapter 3 Roll the Dice 35 Using Libraries 36 The random Library 36 Generating Random Numbers 37 Choosing a Random Item 38 "3" Is Not 3 41 Commenting Your Code 43 One Die, Two Dice 45 Summary 49 Chapter 4 Calculate the Day 51 Working with Dates 52 The datetime Library 52 Using the datetime Class 55 Making Decisions 56 The if Statement 56 What else? 58 if Revisited 59 Testing for Other Options 61 Using in 62 Beating the Mathematician 63 Handling Numeric Inputs 63 Putting It All Together 64 An Alternate Solution 67 Summary 67 Chapter 5 Rock Paper Scissors 69 More Strings 70 Game Time 72 Handling User Input 72 The Game Code 74 One Last Tweak 76 Summary 77 Chapter 6 Secret Codes 79 Lists 80 Creating Lists 80 Accessing List Items 82 Changing List Items 83 Adding and Removing Items 84 Finding Items 85 Sorting 86 Loop-de-Loop 89 Looping Through Items 90 Looping Through Numbers 92 Nested Loops 93 Cracking the Code 95 Encrypting Characters 96 Modulus Math 97 Encryption Code 98 Decryption Code 102 Summary 104 Chapter 7 Guess the Number 105 Conditional Loops 106 Game Time 111 The Basic Game 111 Putting It All Together 116 Summary 120 Chapter 8 Becoming a Coder 121 How Coders Code 122 Have a Plan 122 Think Small 123 Game Components 124 Restricting User Input 125 Storing User Guesses 128 Displaying Lists 129 Masking Characters 131 Summary 136 Chapter 9 Hangman 137